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    posted a message on Get Furthest Point from Enemies, out of Point Array

    Loop through the array, constantly remembering two values. Distance from the target, and which index that distance was at. Whenever you loop over a distance greater than the one you were remembering, remember the new distance and the index it was at.

    When you exit the loop you'll have the point that's the furthest away

    Posted in: Triggers
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    posted a message on [NEW] Resident Evil - Extinction

    Really cool concept, but balance wise... is there any way to get past banelings? There doesn't seem to be a whole lot of strategic depth to it, me and a friend just tried finding the best possible spot to get the units as concentrated as possible, and then playing around with various unit combinations. Double marine guy seemed best as you can funnel them into a narrow corridors where their numbers count for nothing. Then banelings comes and lols all over us. First they break all defences, then they just roll onto us faster than we can kill them

    Posted in: Map Feedback
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    posted a message on Multi-Target ability

    @Kueken531: Go

    Ooooh, yeah, then I misunderstood. I really don't think there's a way to do that just through the data editor, no. Well... unless you just tell them to hold the freaking shift key down :P.

    Still possible using triggers, although a little messy. Just create a dummy ability, with lots of code behind it.

    Edit: Btw, there's no trigger for pressing a command card, but it's possible to create an ability which links to an effect that does nothing. Then you can run a trigger for that.

    Posted in: Data
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    posted a message on Multi-Target ability

    @Kueken531: Go

    In my solution it would solve the problem you mention here. Each time you cast the spell it applies a buff, then when there are 3 buffs out, the snipe goes off. You would go "use ability on target 1","use ability on target 2","use ability on target 3", *snipe goes off on all 3 targets*

    Posted in: Data
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    posted a message on Multi-Target ability

    Actually, it is possible to do through the data editor. Although it's a bit complex.

    What you need to do is create two different buffs, one which is something like: "Marked", and another which would be something like "Targets". Both should probably be hidden. Now this is what you want to do:

    Your snipe ability should do a set of items: -Apply a buff to the target "Marked" -Apply a buff to you "Targets". This should be stackable up to 3 times. -Do a search effect for units with the "Marked" buff IF you have 3 stacks of "Targets" (Use validators) -Remove your "Targets" buffs IF you have 3 stacks of "Targets"

    The search effect should then do another set of effects: -Remove the "Marked" effect from the unit -Do the damage/effect you want on the snipe ability

    You might have to make some other adjustments too, like a timer on the behaviors etc. Also this would be problematic if there is more than one sniper, you'd have to create some more validators for that.

    If you want to do it with the trigger editor, that's possible too. Although if you don't know how to code it'll be hard. What you need to do is create an unit array for the sniper, and then create an event for when you use the sniper ability. Add the target to the array, check if there are 3 units there, and if there is, do your magic on them.

    Posted in: Data
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    posted a message on Using abilities on the move?

    I solved attacking by moving by just setting the Arc to 360 degrees. This means that it doesn't have to face the target to cast the spell. The problem I've found with attacking while moving is that you give the order to use an ability, the unit starts to turn, but then the ability order gets overwritten by the move order.

    Posted in: Miscellaneous Development
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    posted a message on Noob Question: How do I call a function that doesn't return anything

    You just create a new action and search for it, it should be right there

    Posted in: Miscellaneous Development
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    posted a message on "Blizzard" (Diablo II) like skill.

    It's fully possible, although a bit complicated.

    could to create a spell that spawns some sort of invisible unit, which has a behavior that searches the area for targets, and does damage. Not sure what you could use to create a blizzard like animation though

    Posted in: Miscellaneous Development
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    posted a message on Is it possible to use the number keys 0-9 for abilities?

    I've tried setting the hotkey to 0-9, but it doesn't seem to do anything. This is probably because 0-9 is already the hotkeys to select a group. Does anyone know a way to disable those hotkeys, so my custom ones can work?

    One option could be setting a trigger to pressing the hotkey down, but I'm not sure how you could get this to work for abilities that require targets

    Posted in: Miscellaneous Development
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    posted a message on Disabling right click to move

    Worked like a charm s3rius, thanks

    Posted in: Miscellaneous Development
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    posted a message on Disabling right click to move

    That would mess up the WASD movement though BrotherLaz

    Posted in: Miscellaneous Development
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    posted a message on Disabling right click to move

    Thanks s3rius!

    I'll try it out as soon as I get off work

    Posted in: Miscellaneous Development
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    posted a message on Disabling right click to move

    Is there a way to disable right clicking to move?

    I'm using a third person camera, with WASD controls, and the right mouse button is used when you want to move the camera around. The problem with this is that it keeps giving the unit an order to move, interrupting any spells being cast.

    I had someone suggest a trigger to give a stop command whenever you right click the ground, but that won't work as it'll still cancel and spell being cast.

    There must be a way to remove those default actions

    Posted in: Miscellaneous Development
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    posted a message on "Custom Ability" tutorial?

    It's a little complex to really write a tutorial on, as there are so many spells that can be created. If you want, you can ask here on how to create a certain ability, and I'll try to show you the steps

    Posted in: Miscellaneous Development
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    posted a message on WoW type movement.

    To solve this: I'm not sure how this well affect multiple players (like if player 2 is right clicking, will it affect player 1's camera)

    Do this:

    Event 
    -UI Player Any Player clicks Right mouse button Down. 
    Actions 
    -Camera - Lock Camera Mouse Relative Mode On/Off(TriggeringPlayer(),, On) 
    -Camera - Turn Camera Mouse Rotation On/Off(TriggeringPlayer(), On)
    
    Event 
    -UI Player Any Player clicks Right mouse button up. 
    Actions 
    -Camera - Lock Camera Mouse Relative Mode On/Off(TriggeringPlayer(),, Off) 
    -Camera - Turn Camera Mouse Rotation On/Off(TriggeringPlayer(), Off)
    
    Posted in: Miscellaneous Development
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